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Thanks for your comment, fellow spartan enjoyer :)
It's indeed necessary to use realistic colors as mentioned on the top of this mod's page :)
> Make sure to enable "Unit Variation" in the Graphics Settings, and use "Realistic" graphics mode color scheme
Enjoy playing the mod!
Cavalry in this mod is effective but because of the delayed production mechanic and the heightened defense of the infantry the infantry based armies are considerably more effective. So a faction with the Ghengis attribute doing nothing but Cav is more likely to get steamrolled by the AI. The AI still builds Cav under the Caesar attribute and in my observation all factions have built more effective armies under that designation.
And yes I know. I actually wrote a similar mod to yours by editing the original mundum vincere. Had all the roman units universal across the culture, plus the temples like you did. The one difference was I made the Roman Units region locked to Italy and couldn't edit the Marian Reforms.
Interesting.
Do you not like most factions to (occasionly) build cavalry and missile troops?
By the way, make sure to backup your files, because of I ever update this mod, your changes will be overwritten.
If I will update it, I"ll be sure to post it so you'll know.
(or you could copy paste this current mod from steam workshop folder and paste it in a Feral AppData folder, so it becomes a separate mod, you can find out online how to do that.. just know you may not redistribute it)
The historia victrix campaign is mislabeled and the descr_strat is in the 3rd campaign folder. It also has 3 copies and you have to edit the original.
If you're curious I changed all the AI personalities to Caesar (except scythia parthia and numidia) as being infantry based carries a huge advantage with the battle changes.
Also added a larger money stack for the AI to start with which I believe will make the ai more likely to actually use diplomacy and ceasefires.
I'm thinking it might be a problem with the map WHP.
Have you tried starting a new campaign after you altered the descr_strat file?
Since the descr_strat file only gets read by starting a new campaign.
Yeah I thought the same thing about Kydonia but in both runs i tried it was missing a building string so whichever AI was unfortunate enough to hold it just spammed silician pirates until it rebelled. Kydonia is kind of important.
The same thing is happening in Aquinicum too (the settlement east of salona on the north of the balkans).
I tried editing the population with the descr-strat I assumed was for Historia Victrix but it didn't even change.